wait(0.1) local plr = game:service'Players'.LocalPlayer local char = workspace["CloneCharacter"] local hum = char:FindFirstChildOfClass'Humanoid' local hed = char.Head local root = char:FindFirstChild'HumanoidRootPart' local rootj = root.RootJoint local tors = char.Torso local ra = char["Right Arm"] local la = char["Left Arm"] local rl = char["Right Leg"] local ll = char["Left Leg"] local neck = tors["Neck"] local mouse = plr:GetMouse() local RootCF = CFrame.fromEulerAnglesXYZ(-1.57, 0, 3.14) local RHCF = CFrame.fromEulerAnglesXYZ(0, 1.6, 0) local LHCF = CFrame.fromEulerAnglesXYZ(0, -1.6, 0) ------------------------------------------------------- --Start Good Stuff-- ------------------------------------------------------- cam = game.Workspace.CurrentCamera CF = CFrame.new angles = CFrame.Angles attack = false Euler = CFrame.fromEulerAnglesXYZ Rad = math.rad IT = Instance.new BrickC = BrickColor.new Cos = math.cos Acos = math.acos Sin = math.sin Asin = math.asin Abs = math.abs Mrandom = math.random Floor = math.floor ------------------------------------------------------- --End Good Stuff-- ------------------------------------------------------- necko = CF(0, 1, 0, -1, -0, -0, 0, 0, 1, 0, 1, 0) RSH, LSH = nil, nil RW = Instance.new("Weld") LW = Instance.new("Weld") RH = tors["Right Hip"] LH = tors["Left Hip"] RSH = tors["Right Shoulder"] LSH = tors["Left Shoulder"] RSH.Parent = nil LSH.Parent = nil RW.Name = "RW" RW.Part0 = tors RW.C0 = CF(1.5, 0.5, 0) RW.C1 = CF(0, 0.5, 0) RW.Part1 = ra RW.Parent = tors LW.Name = "LW" LW.Part0 = tors LW.C0 = CF(-1.5, 0.5, 0) LW.C1 = CF(0, 0.5, 0) LW.Part1 = la LW.Parent = tors Effects = {} newWeld = function(wp0, wp1, wc0x, wc0y, wc0z) local wld = Instance.new("Weld", wp1) wld.Part0 = wp0 wld.Part1 = wp1 wld.C0 = CFrame.new(wc0x, wc0y, wc0z) end newWeld(tors, ll, -0.5, -1, 0) ll.Weld.C1 = CFrame.new(0, 1, 0) newWeld(tors, rl, 0.5, -1, 0) rl.Weld.C1 = CFrame.new(0, 1, 0) ------------------------------------------------------- --Start HeartBeat-- ------------------------------------------------------- ArtificialHB = Instance.new("BindableEvent", script) ArtificialHB.Name = "Heartbeat" script:WaitForChild("Heartbeat") frame = 1 / 60 tf = 0 allowframeloss = false tossremainder = false lastframe = tick() script.Heartbeat:Fire() game:GetService("RunService").Heartbeat:connect(function(s, p) tf = tf + s if tf >= frame then if allowframeloss then script.Heartbeat:Fire() lastframe = tick() else for i = 1, math.floor(tf / frame) do script.Heartbeat:Fire() end lastframe = tick() end if tossremainder then tf = 0 else tf = tf - frame * math.floor(tf / frame) end end end) ------------------------------------------------------- --End HeartBeat-- ------------------------------------------------------- ------------------------------------------------------- --Start Important Functions-- ------------------------------------------------------- function swait(num) if num == 0 or num == nil then game:service("RunService").Stepped:wait(0) else for i = 0, num do game:service("RunService").Stepped:wait(0) end end end function thread(f) coroutine.resume(coroutine.create(f)) end function clerp(a, b, t) local qa = { QuaternionFromCFrame(a) } local qb = { QuaternionFromCFrame(b) } local ax, ay, az = a.x, a.y, a.z local bx, by, bz = b.x, b.y, b.z local _t = 1 - t return QuaternionToCFrame(_t * ax + t * bx, _t * ay + t * by, _t * az + t * bz, QuaternionSlerp(qa, qb, t)) end function QuaternionFromCFrame(cf) local mx, my, mz, m00, m01, m02, m10, m11, m12, m20, m21, m22 = cf:components() local trace = m00 + m11 + m22 if trace > 0 then local s = math.sqrt(1 + trace) local recip = 0.5 / s return (m21 - m12) * recip, (m02 - m20) * recip, (m10 - m01) * recip, s * 0.5 else local i = 0 if m00 < m11 then i = 1 end if m22 > (i == 0 and m00 or m11) then i = 2 end if i == 0 then local s = math.sqrt(m00 - m11 - m22 + 1) local recip = 0.5 / s return 0.5 * s, (m10 + m01) * recip, (m20 + m02) * recip, (m21 - m12) * recip elseif i == 1 then local s = math.sqrt(m11 - m22 - m00 + 1) local recip = 0.5 / s return (m01 + m10) * recip, 0.5 * s, (m21 + m12) * recip, (m02 - m20) * recip elseif i == 2 then local s = math.sqrt(m22 - m00 - m11 + 1) local recip = 0.5 / s return (m02 + m20) * recip, (m12 + m21) * recip, 0.5 * s, (m10 - m01) * recip end end end function QuaternionToCFrame(px, py, pz, x, y, z, w) local xs, ys, zs = x + x, y + y, z + z local wx, wy, wz = w * xs, w * ys, w * zs local xx = x * xs local xy = x * ys local xz = x * zs local yy = y * ys local yz = y * zs local zz = z * zs return CFrame.new(px, py, pz, 1 - (yy + zz), xy - wz, xz + wy, xy + wz, 1 - (xx + zz), yz - wx, xz - wy, yz + wx, 1 - (xx + yy)) end function QuaternionSlerp(a, b, t) local cosTheta = a[1] * b[1] + a[2] * b[2] + a[3] * b[3] + a[4] * b[4] local startInterp, finishInterp if cosTheta >= 1.0E-4 then if 1 - cosTheta > 1.0E-4 then local theta = math.acos(cosTheta) local invSinTheta = 1 / Sin(theta) startInterp = Sin((1 - t) * theta) * invSinTheta finishInterp = Sin(t * theta) * invSinTheta else startInterp = 1 - t finishInterp = t end elseif 1 + cosTheta > 1.0E-4 then local theta = math.acos(-cosTheta) local invSinTheta = 1 / Sin(theta) startInterp = Sin((t - 1) * theta) * invSinTheta finishInterp = Sin(t * theta) * invSinTheta else startInterp = t - 1 finishInterp = t end return a[1] * startInterp + b[1] * finishInterp, a[2] * startInterp + b[2] * finishInterp, a[3] * startInterp + b[3] * finishInterp, a[4] * startInterp + b[4] * finishInterp end function rayCast(Position, Direction, Range, Ignore) return game:service("Workspace"):FindPartOnRay(Ray.new(Position, Direction.unit * (Range or 999.999)), Ignore) end function RemoveOutlines(part) part.TopSurface, part.BottomSurface, part.LeftSurface, part.RightSurface, part.FrontSurface, part.BackSurface = 10, 10, 10, 10, 10, 10 end function Cso(ID, PARENT, VOLUME, PITCH) local NSound = nil coroutine.resume(coroutine.create(function() NSound = IT("Sound", PARENT) NSound.Volume = VOLUME NSound.Pitch = PITCH NSound.SoundId = "http://www.roblox.com/asset/?id="..ID swait() NSound:play() game:GetService("Debris"):AddItem(NSound, 10) end)) return NSound end function CameraEnshaking(Length, Intensity) coroutine.resume(coroutine.create(function() local intensity = 1 * Intensity local rotM = 0.01 * Intensity for i = 0, Length, 0.1 do swait() intensity = intensity - 0.05 * Intensity / Length rotM = rotM - 5.0E-4 * Intensity / Length hum.CameraOffset = Vector3.new(Rad(Mrandom(-intensity, intensity)), Rad(Mrandom(-intensity, intensity)), Rad(Mrandom(-intensity, intensity))) cam.CFrame = cam.CFrame * CF(Rad(Mrandom(-intensity, intensity)), Rad(Mrandom(-intensity, intensity)), Rad(Mrandom(-intensity, intensity))) * Euler(Rad(Mrandom(-intensity, intensity)) * rotM, Rad(Mrandom(-intensity, intensity)) * rotM, Rad(Mrandom(-intensity, intensity)) * rotM) end hum.CameraOffset = Vector3.new(0, 0, 0) end)) end NewInstance = function(instance,parent,properties) local inst = Instance.new(instance) inst.Parent = parent if(properties)then for i,v in next, properties do pcall(function() inst[i] = v end) end end return inst; end function CreateWeldOrSnapOrMotor(TYPE, PARENT, PART0, PART1, C0, C1) local NEWWELD = IT(TYPE) NEWWELD.Part0 = PART0 NEWWELD.Part1 = PART1 NEWWELD.C0 = C0 NEWWELD.C1 = C1 NEWWELD.Parent = PARENT return NEWWELD end ------------------------------------------------------- --End Important Functions-- ------------------------------------------------------- ------------------------------------------------------- --Start Customization-- ------------------------------------------------------- local Player_Size = 1 if Player_Size ~= 1 then root.Size = root.Size * Player_Size tors.Size = tors.Size * Player_Size hed.Size = hed.Size * Player_Size ra.Size = ra.Size * Player_Size la.Size = la.Size * Player_Size rl.Size = rl.Size * Player_Size ll.Size = ll.Size * Player_Size ---------------------------------------------------------------------------------- rootj.Parent = root neck.Parent = tors RW.Parent = tors LW.Parent = tors RH.Parent = tors LH.Parent = tors ---------------------------------------------------------------------------------- rootj.C0 = RootCF * CF(0 * Player_Size, 0 * Player_Size, 0 * Player_Size) * angles(Rad(0), Rad(0), Rad(0)) rootj.C1 = RootCF * CF(0 * Player_Size, 0 * Player_Size, 0 * Player_Size) * angles(Rad(0), Rad(0), Rad(0)) neck.C0 = necko * CF(0 * Player_Size, 0 * Player_Size, 0 + ((1 * Player_Size) - 1)) * angles(Rad(0), Rad(0), Rad(0)) neck.C1 = CF(0 * Player_Size, -0.5 * Player_Size, 0 * Player_Size) * angles(Rad(-90), Rad(0), Rad(180)) RW.C0 = CF(1.5 * Player_Size, 0.5 * Player_Size, 0 * Player_Size) * angles(Rad(0), Rad(0), Rad(0)) --* RIGHTSHOULDERC0 LW.C0 = CF(-1.5 * Player_Size, 0.5 * Player_Size, 0 * Player_Size) * angles(Rad(0), Rad(0), Rad(0)) --* LEFTSHOULDERC0 ---------------------------------------------------------------------------------- RH.C0 = CF(1 * Player_Size, -1 * Player_Size, 0 * Player_Size) * angles(Rad(0), Rad(90), Rad(0)) * angles(Rad(0), Rad(0), Rad(0)) LH.C0 = CF(-1 * Player_Size, -1 * Player_Size, 0 * Player_Size) * angles(Rad(0), Rad(-90), Rad(0)) * angles(Rad(0), Rad(0), Rad(0)) RH.C1 = CF(0.5 * Player_Size, 1 * Player_Size, 0 * Player_Size) * angles(Rad(0), Rad(90), Rad(0)) * angles(Rad(0), Rad(0), Rad(0)) LH.C1 = CF(-0.5 * Player_Size, 1 * Player_Size, 0 * Player_Size) * angles(Rad(0), Rad(-90), Rad(0)) * angles(Rad(0), Rad(0), Rad(0)) end ---------------------------------------------------------------------------------- local equipped = false local idle = 0 local change = 1 local val = 0 local toim = 0 local idleanim = 0.4 local sine = 0 local Sit = 1 local WasAir = false local InAir = false local LandTick = 0 local movelegs = false local HatOn = false ---------------------------------------------------------------------------------- hum.WalkSpeed = 16 hum.JumpPower = 55 hum.Animator.Parent = nil ---------------------------------------------------------------------------------- ------------------------------------------------------- --Start Attacks N Stuff-- ------------------------------------------------------- function AttackTemplate() attack = true for i = 0, 2, 0.1 do swait() rootj.C0 = clerp(rootj.C0, RootCF * CF(0* Player_Size, 0* Player_Size, -0.1 + 0.1* Player_Size * Cos(sine / 20)) * angles(Rad(0), Rad(0), Rad(0)), 0.1) neck.C0 = clerp(neck.C0, necko* CF(0, 0, 0 + ((1* Player_Size) - 1)) * angles(Rad(0 - 5 * Sin(sine / 20)), Rad(0), Rad(0)), 0.1) rl.Weld.C0 = clerp(rl.Weld.C0, CF(0.5* Player_Size, -0.9 - 0.1 * Cos(sine / 20)* Player_Size, 0* Player_Size) * angles(Rad(0), Rad(-10), Rad(0)) * angles(Rad(0), Rad(0), Rad(5)), 0.1) ll.Weld.C0 = clerp(ll.Weld.C0, CF(-0.5* Player_Size, -0.9 - 0.1 * Cos(sine / 20)* Player_Size, 0* Player_Size) * angles(Rad(0), Rad(10), Rad(0)) * angles(Rad(0), Rad(0), Rad(-5)), 0.1) RW.C0 = clerp(RW.C0, CF(1.5* Player_Size, 0.5 + 0.1 * Sin(sine / 20)* Player_Size, 0* Player_Size) * angles(Rad(0), Rad(0 + 5 * Sin(sine / 20)), Rad(10 + 5 * Sin(sine / 20))), 0.1) LW.C0 = clerp(LW.C0, CF(-1.5* Player_Size, 0.5 + 0.1 * Sin(sine / 20)* Player_Size, 0* Player_Size) * angles(Rad(0), Rad(0 - 5 * Sin(sine / 20)), Rad(-10 - 5 * Sin(sine / 20))), 0.1) end attack = false end function Fun_Times_Ahead() attack = true movelegs = true local Laughing = Cso("2011351501", hed, 5, 0.8) swait(2) repeat swait() rootj.C0 = clerp(rootj.C0, RootCF * CF(0* Player_Size, 0* Player_Size, -0.1 + 0.1* Player_Size * Cos(sine / 2)) * angles(Rad(-20), Rad(0), Rad(0)), 0.1) neck.C0 = clerp(neck.C0, necko* CF(0, 0, 0 + ((1* Player_Size) - 1)) * angles(Rad(-30 - 5 * Sin(sine / 2)), Rad(0), Rad(0)), 0.1) rl.Weld.C0 = clerp(rl.Weld.C0, CF(0.5* Player_Size, -0.9 - 0.1 * Cos(sine / 2)* Player_Size, 0* Player_Size) * angles(Rad(0), Rad(-10), Rad(0)) * angles(Rad(-20), Rad(0), Rad(5)), 0.1) ll.Weld.C0 = clerp(ll.Weld.C0, CF(-0.5* Player_Size, -0.9 - 0.1 * Cos(sine / 2)* Player_Size, 0* Player_Size) * angles(Rad(0), Rad(10), Rad(0)) * angles(Rad(-20), Rad(0), Rad(-5)), 0.1) RW.C0 = clerp(RW.C0, CF(1.5 * Player_Size, 0.5 + 0.1 * Cos(sine / 2) * Player_Size, 0 * Player_Size) * angles(Rad(225), Rad(0), Rad(10 + 2.5 * Sin(sine / 20))), 0.1) LW.C0 = clerp(LW.C0, CF(-1.25 * Player_Size, 0.3 + 0.1 * Cos(sine / 2) * Player_Size, -0.5 * Player_Size) * angles(Rad(35), Rad(15 - 2.5 * Sin(sine / 20)), Rad(85 - 2.5 * Sin(sine / 20))), 0.1) until Laughing.Playing == false attack = false movelegs = false end function Fun_Times_Ahead_2() attack = true movelegs = true local Laughing = Cso("2011351501", hed, 5, 0.8) swait(2) repeat swait() rootj.C0 = clerp(rootj.C0, RootCF * CF(0* Player_Size, 0* Player_Size, -0.1 + 0.1* Player_Size * Cos(sine / 2)) * angles(Rad(-20), Rad(0), Rad(0)), 0.1) neck.C0 = clerp(neck.C0, necko* CF(0, 0, 0 + ((1* Player_Size) - 1)) * angles(Rad(-30 - 5 * Sin(sine / 2)), Rad(0), Rad(0)), 0.1) rl.Weld.C0 = clerp(rl.Weld.C0, CF(0.5* Player_Size, -0.9 - 0.1 * Cos(sine / 2)* Player_Size, 0* Player_Size) * angles(Rad(0), Rad(-10), Rad(0)) * angles(Rad(-20), Rad(0), Rad(5)), 0.1) ll.Weld.C0 = clerp(ll.Weld.C0, CF(-0.5* Player_Size, -0.9 - 0.1 * Cos(sine / 2)* Player_Size, 0* Player_Size) * angles(Rad(0), Rad(10), Rad(0)) * angles(Rad(-20), Rad(0), Rad(-5)), 0.1) RW.C0 = clerp(RW.C0, CF(1.25 * Player_Size, 0.4 + 0.1 * Sin(sine / 2) * Player_Size, -0.5 * Player_Size) * angles(Rad(35), Rad(-15 + 2.5 * Sin(sine / 2)), Rad(-85 + 2.5 * Sin(sine / 2))), 0.1) LW.C0 = clerp(LW.C0, CF(-1.25 * Player_Size, 0.3 + 0.1 * Cos(sine / 2) * Player_Size, -0.5 * Player_Size) * angles(Rad(35), Rad(15 - 2.5 * Sin(sine / 2)), Rad(85 - 2.5 * Sin(sine / 2))), 0.1) until Laughing.Playing == false attack = false movelegs = false end function Jester_Dash() attack = true for i = 0, 20, 0.1 do swait() root.Velocity = root.CFrame.lookVector * 100 rootj.C0 = clerp(rootj.C0, RootCF * CF(0, 0, 2 + 0.6 * Cos(sine / 20)) * angles(Rad(90), Rad(0), Rad(0 - 255.45 * i)), 0.15) tors.Neck.C0 = clerp(tors.Neck.C0, necko * angles(Rad(20 - 2.5 * Sin(sine / 30)), Rad(20), Rad(0)), 0.1) rl.Weld.C0 = clerp(rl.Weld.C0, CF(0.5* Player_Size, -0.9 - 0.1 * Cos(sine / 20)* Player_Size, 0* Player_Size) * angles(Rad(0 + 3 * Cos(sine / 20)), Rad(-10), Rad(0)) * angles(Rad(0), Rad(0), Rad(5)), 0.1) ll.Weld.C0 = clerp(ll.Weld.C0, CF(-0.5* Player_Size, -0.9 - 0.1 * Cos(sine / 20)* Player_Size, 0* Player_Size) * angles(Rad(0 + 3 * Cos(sine / 20)), Rad(10), Rad(0)) * angles(Rad(0), Rad(0), Rad(-5)), 0.1) RW.C0 = clerp(RW.C0, CF(1.5 * Player_Size, 0.5 + 0.1 * Cos(sine / 20) * Player_Size, 0 * Player_Size) * angles(Rad(156), Rad(0), Rad(10 + 2.5 * Sin(sine / 20))), 0.1) LW.C0 = clerp(LW.C0, CF(-1.5, 0.5 + 0.02 * Sin(sine / 20), 0) * angles(Rad(0), Rad(0), Rad(-90)), 0.1) end attack = false end function Sie_alle_sterben() attack = true swait(2) for i = 0, 30, 0.1 do swait() rootj.C0 = clerp(rootj.C0, RootCF * CF(0* Player_Size, 0* Player_Size, -0.1 + 1 * i) * angles(Rad(-5), Rad(-30), Rad(0)), 0.1) neck.C0 = clerp(neck.C0, necko* CF(0, 0, 0 + ((1* Player_Size) - 1)) * angles(Rad(0 - 5 * Sin(sine / 20)), Rad(0), Rad(0)), 0.1) rl.Weld.C0 = clerp(rl.Weld.C0, CF(0.5* Player_Size, -0.9 - 0.1 * Cos(sine / 20)* Player_Size, 0* Player_Size) * angles(Rad(0), Rad(-10), Rad(0)) * angles(Rad(-5), Rad(0), Rad(35)), 0.1) ll.Weld.C0 = clerp(ll.Weld.C0, CF(-0.5* Player_Size, -0.9 - 0.1 * Cos(sine / 20)* Player_Size, 0* Player_Size) * angles(Rad(0), Rad(10), Rad(0)) * angles(Rad(-5), Rad(0), Rad(-15)), 0.1) RW.C0 = clerp(RW.C0, CF(1.5 * Player_Size, 0.5 + 0.1 * Cos(sine / 20) * Player_Size, 0 * Player_Size) * angles(Rad(0), Rad(0), Rad(35 + 2.5 * Sin(sine / 20))), 0.1) LW.C0 = clerp(LW.C0, CF(-1.5* Player_Size, 0.5 + 0.1 * Sin(sine / 20)* Player_Size, 0* Player_Size) * angles(Rad(180), Rad(0 - 5 * Sin(sine / 20)), Rad(-20)), 0.1) end for i = 0, 10, 0.1 do swait() rootj.C0 = clerp(rootj.C0, RootCF * CF(0* Player_Size, 0* Player_Size, 30) * angles(Rad(-35), Rad(-30), Rad(0)), 0.1) neck.C0 = clerp(neck.C0, necko* CF(0, 0, 0 + ((1* Player_Size) - 1)) * angles(Rad(0 - 5 * Sin(sine / 20)), Rad(0), Rad(0)), 0.1) rl.Weld.C0 = clerp(rl.Weld.C0, CF(0.5* Player_Size, -0.9 - 0.1 * Cos(sine / 20)* Player_Size, 0* Player_Size) * angles(Rad(0), Rad(-10), Rad(0)) * angles(Rad(-5), Rad(0), Rad(35)), 0.1) ll.Weld.C0 = clerp(ll.Weld.C0, CF(-0.5* Player_Size, -0.9 - 0.1 * Cos(sine / 20)* Player_Size, 0* Player_Size) * angles(Rad(0), Rad(10), Rad(0)) * angles(Rad(-5), Rad(0), Rad(-15)), 0.1) RW.C0 = clerp(RW.C0, CF(1.5 * Player_Size, 0.5 + 0.1 * Cos(sine / 20) * Player_Size, 0 * Player_Size) * angles(Rad(0), Rad(0), Rad(35 + 2.5 * Sin(sine / 20))), 0.1) LW.C0 = clerp(LW.C0, CF(-1.5* Player_Size, 0.5 + 0.1 * Sin(sine / 20)* Player_Size, 0* Player_Size) * angles(Rad(225), Rad(0 - 5 * Sin(sine / 20)), Rad(-20)), 0.1) end for i = 0, 10, 0.1 do swait() rootj.C0 = clerp(rootj.C0, RootCF * CF(0* Player_Size, 0* Player_Size, 30) * angles(Rad(25), Rad(-30), Rad(0)), 0.1) neck.C0 = clerp(neck.C0, necko* CF(0, 0, 0 + ((1* Player_Size) - 1)) * angles(Rad(0 - 5 * Sin(sine / 20)), Rad(0), Rad(0)), 0.1) rl.Weld.C0 = clerp(rl.Weld.C0, CF(0.5* Player_Size, -0.9 - 0.1 * Cos(sine / 20)* Player_Size, 0* Player_Size) * angles(Rad(0), Rad(-10), Rad(0)) * angles(Rad(-5), Rad(0), Rad(35)), 0.1) ll.Weld.C0 = clerp(ll.Weld.C0, CF(-0.5* Player_Size, -0.9 - 0.1 * Cos(sine / 20)* Player_Size, 0* Player_Size) * angles(Rad(0), Rad(10), Rad(0)) * angles(Rad(-5), Rad(0), Rad(-15)), 0.1) RW.C0 = clerp(RW.C0, CF(1.5 * Player_Size, 0.5 + 0.1 * Cos(sine / 20) * Player_Size, 0 * Player_Size) * angles(Rad(0), Rad(0), Rad(35 + 2.5 * Sin(sine / 20))), 0.1) LW.C0 = clerp(LW.C0, CF(-1.5* Player_Size, 0.5 + 0.1 * Sin(sine / 20)* Player_Size, 0* Player_Size) * angles(Rad(135), Rad(0 - 5 * Sin(sine / 20)), Rad(-20)), 0.1) end attack = false movelegs = false end function Apocalypse() attack = true for i = 0, 6, 0.1 do swait() rootj.C0 = clerp(rootj.C0, RootCF * CF(0, 0, 2 + 0.6 * Cos(sine / 20)) * angles(Rad(0 + 255.45 * i), Rad(0), Rad(0)), 0.15) tors.Neck.C0 = clerp(tors.Neck.C0, necko * angles(Rad(45 - 2.5 * Sin(sine / 30)), Rad(0), Rad(0)), 0.1) RH.C0 = clerp(RH.C0, CF(1, -0.1 - 0.15 * Cos(sine / 20), -0.6) * angles(Rad(0 - 7.5 * Sin(sine / 20)), Rad(65), Rad(0)) * angles(Rad(-4.5), Rad(0), Rad(0)), 0.1) LH.C0 = clerp(LH.C0, CF(-1, -0.1 - 0.15 * Cos(sine / 20), -0.6) * angles(Rad(0 - 7.5 * Sin(sine / 20)), Rad(-75), Rad(0)) * angles(Rad(-4.5), Rad(0), Rad(0)), 0.1) RW.C0 = clerp(RW.C0, CF(1.25*Player_Size, 0.2 + 0.02 * Sin(sine / 20) *Player_Size, -0.5*Player_Size) * angles(Rad(35), Rad(-15 + 2.5 * Sin(sine / 20)), Rad(-85 + 2.5 * Sin(sine / 20))), 0.1) LW.C0 = clerp(LW.C0, CF(-1.25*Player_Size, 0.2 + 0.02 * Sin(sine / 20) *Player_Size, -0.5*Player_Size) * angles(Rad(35), Rad(15 - 2.5 * Sin(sine / 20)), Rad(85 - 2.5 * Sin(sine / 20))), 0.1) end for i = 0, 3, 0.1 do swait() rootj.C0 = clerp(rootj.C0, RootCF * CF(0, 0, -1 + 0.1 * Cos(sine / 20)) * angles(Rad(80), Rad(0), Rad(0)), 0.15) tors.Neck.C0 = clerp(tors.Neck.C0, necko * angles(Rad(45 - 2.5 * Sin(sine / 30)), Rad(0), Rad(0)), 0.1) RH.C0 = clerp(RH.C0, CF(1, -0.1 - 0.15 * Cos(sine / 20), -0.6) * angles(Rad(0 - 7.5 * Sin(sine / 20)), Rad(65), Rad(0)) * angles(Rad(-4.5), Rad(0), Rad(0)), 0.1) LH.C0 = clerp(LH.C0, CF(-1, -0.9 - 0.25 * Cos(sine / 20), 0) * angles(Rad(0 - 7.5 * Sin(sine / 20)), Rad(-75), Rad(0)) * angles(Rad(-4.5), Rad(0), Rad(0)), 0.1) RW.C0 = clerp(RW.C0, CF(1.5, 0.5 + 0.02 * Sin(sine / 20), 0) * angles(Rad(90), Rad(0), Rad(45)), 0.1) LW.C0 = clerp(LW.C0, CF(-1.25*Player_Size, 0.2 + 0.02 * Sin(sine / 20) *Player_Size, -0.5*Player_Size) * angles(Rad(35), Rad(15 - 2.5 * Sin(sine / 20)), Rad(85 - 2.5 * Sin(sine / 20))), 0.1) end for i = 0, 4, 0.1 do swait() rootj.C0 = clerp(rootj.C0, RootCF * CF(0, 0, -0.6 + 0.1 * Cos(sine / 20)) * angles(Rad(90), Rad(0), Rad(90)), 0.15) tors.Neck.C0 = clerp(tors.Neck.C0, necko * angles(Rad(45 - 2.5 * Sin(sine / 30)), Rad(0), Rad(0)), 0.15) RH.C0 = clerp(RH.C0, CF(1, -0.1 - 0.15 * Cos(sine / 20), -0.6) * angles(Rad(0 - 7.5 * Sin(sine / 20)), Rad(65), Rad(0)) * angles(Rad(-4.5), Rad(0), Rad(0)), 0.15) LH.C0 = clerp(LH.C0, CF(-1, -0.9 - 0.25 * Cos(sine / 20), 0) * angles(Rad(0 - 7.5 * Sin(sine / 20)), Rad(-75), Rad(0)) * angles(Rad(-4.5), Rad(0), Rad(0)), 0.15) RW.C0 = clerp(RW.C0, CF(1.5, 0.5 + 0.02 * Sin(sine / 20), 0) * angles(Rad(0), Rad(0), Rad(90)), 0.15) LW.C0 = clerp(LW.C0, CF(-1.25*Player_Size, 0.2 + 0.02 * Sin(sine / 20) *Player_Size, -0.5*Player_Size) * angles(Rad(35), Rad(15 - 2.5 * Sin(sine / 20)), Rad(85 - 2.5 * Sin(sine / 20))), 0.15) end attack = false end function HattyOn() attack = true movelegs = true for i = 0, 4, 0.1 do swait() rootj.C0 = clerp(rootj.C0, RootCF * CF(0* Player_Size, 0* Player_Size, -0.1 + 0.1* Player_Size * Cos(sine / 20)) * angles(Rad(0 + 3 * Cos(sine / 20)), Rad(0), Rad(0)), 0.1) neck.C0 = clerp(neck.C0, necko* CF(0, 0, 0 + ((1* Player_Size) - 1)) * angles(Rad(20 - 5 * Sin(sine / 20)), Rad(0), Rad(0)), 0.1) rl.Weld.C0 = clerp(rl.Weld.C0, CF(0.5* Player_Size, -0.9 - 0.1 * Cos(sine / 20)* Player_Size, 0* Player_Size) * angles(Rad(0 + 3 * Cos(sine / 20)), Rad(-10), Rad(0)) * angles(Rad(0), Rad(0), Rad(5)), 0.1) ll.Weld.C0 = clerp(ll.Weld.C0, CF(-0.5* Player_Size, -0.9 - 0.1 * Cos(sine / 20)* Player_Size, 0* Player_Size) * angles(Rad(0 + 3 * Cos(sine / 20)), Rad(10), Rad(0)) * angles(Rad(0), Rad(0), Rad(-5)), 0.1) RW.C0 = clerp(RW.C0, CF(1.3 * Player_Size, 0.9 + 0.1 * Cos(sine / 20) * Player_Size, 0 * Player_Size) * angles(Rad(156), Rad(0), Rad(-65 + 2.5 * Sin(sine / 20))), 0.1) LW.C0 = clerp(LW.C0, CF(-1.25 * Player_Size, 0.3 + 0.1 * Cos(sine / 20) * Player_Size, -0.5 * Player_Size) * angles(Rad(35), Rad(15 - 2.5 * Sin(sine / 20)), Rad(85 - 2.5 * Sin(sine / 20))), 0.1) end attack = false movelegs = false HatOn = true end function HattyOff() attack = true movelegs = true for i = 0, 6, 0.1 do swait() rootj.C0 = clerp(rootj.C0, RootCF * CF(0* Player_Size, 0* Player_Size, -0.1 + 0.1* Player_Size * Cos(sine / 20)) * angles(Rad(0 + 3 * Cos(sine / 20)), Rad(0), Rad(0)), 0.1) neck.C0 = clerp(neck.C0, necko* CF(0, 0, 0 + ((1* Player_Size) - 1)) * angles(Rad(20 - 5 * Sin(sine / 20)), Rad(0), Rad(0)), 0.1) rl.Weld.C0 = clerp(rl.Weld.C0, CF(0.5* Player_Size, -0.9 - 0.1 * Cos(sine / 20)* Player_Size, 0* Player_Size) * angles(Rad(0 + 3 * Cos(sine / 20)), Rad(-10), Rad(0)) * angles(Rad(0), Rad(0), Rad(5)), 0.1) ll.Weld.C0 = clerp(ll.Weld.C0, CF(-0.5* Player_Size, -0.9 - 0.1 * Cos(sine / 20)* Player_Size, 0* Player_Size) * angles(Rad(0 + 3 * Cos(sine / 20)), Rad(10), Rad(0)) * angles(Rad(0), Rad(0), Rad(-5)), 0.1) RW.C0 = clerp(RW.C0, CF(1.3 * Player_Size, 0.7 + 0.1 * Cos(sine / 20) * Player_Size, 0 * Player_Size) * angles(Rad(156), Rad(0), Rad(-45 + 2.5 * Sin(sine / 20))), 0.1) LW.C0 = clerp(LW.C0, CF(-1.25 * Player_Size, 0.3 + 0.1 * Cos(sine / 20) * Player_Size, -0.5 * Player_Size) * angles(Rad(35), Rad(15 - 2.5 * Sin(sine / 20)), Rad(85 - 2.5 * Sin(sine / 20))), 0.1) end attack = false movelegs = false HatOn = false end function Tele() local POS = mouse.Hit.p + Vector3.new(0, 4, 0) local HITFLOOR,HITPOS = rayCast(root.Position, (CF(root.Position, root.Position + Vector3.new(0, -1, 0))).lookVector, 3.7*Player_Size, char) if HITFLOOR then for i = 0, 6, 0.1 do swait() rootj.C0 = clerp(rootj.C0, RootCF * CF(0* Player_Size, 0* Player_Size, -0.1 + 0.1* Player_Size * Cos(sine / 20)) * angles(Rad(0 + 3 * Cos(sine / 20)), Rad(0), Rad(0)), 0.1) neck.C0 = clerp(neck.C0, necko* CF(0, 0, 0 + ((1* Player_Size) - 1)) * angles(Rad(-35 - 5 * Sin(sine / 20)), Rad(0), Rad(0)), 0.1) rl.Weld.C0 = clerp(rl.Weld.C0, CF(0.5* Player_Size, -0.9 - 0.1 * Cos(sine / 20)* Player_Size, 0* Player_Size) * angles(Rad(0 + 3 * Cos(sine / 20)), Rad(-10), Rad(0)) * angles(Rad(0), Rad(0), Rad(5)), 0.1) ll.Weld.C0 = clerp(ll.Weld.C0, CF(-0.5* Player_Size, -0.9 - 0.1 * Cos(sine / 20)* Player_Size, 0* Player_Size) * angles(Rad(0 + 3 * Cos(sine / 20)), Rad(10), Rad(0)) * angles(Rad(0), Rad(0), Rad(-5)), 0.1) RW.C0 = clerp(RW.C0, CF(1.25 * Player_Size, 0.4 + 0.1 * Sin(sine / 20) * Player_Size, -0.5 * Player_Size) * angles(Rad(35), Rad(-15 + 2.5 * Sin(sine / 20)), Rad(-85 + 2.5 * Sin(sine / 20))), 0.1) LW.C0 = clerp(LW.C0, CF(-1.25 * Player_Size, 0.3 + 0.1 * Cos(sine / 20) * Player_Size, -0.5 * Player_Size) * angles(Rad(35), Rad(15 - 2.5 * Sin(sine / 20)), Rad(85 - 2.5 * Sin(sine / 20))), 0.1) end root.Anchored = true for i = 0, 6, 0.1 do swait() rootj.C0 = clerp(rootj.C0, RootCF * CF(0* Player_Size, 0* Player_Size, -500 + 0.1* Player_Size * Cos(sine / 20)) * angles(Rad(0 + 3 * Cos(sine / 20)), Rad(0), Rad(0)), 0.1) neck.C0 = clerp(neck.C0, necko* CF(0, 0, 0 + ((1* Player_Size) - 1)) * angles(Rad(-35 - 5 * Sin(sine / 20)), Rad(0), Rad(0)), 0.1) rl.Weld.C0 = clerp(rl.Weld.C0, CF(0.5* Player_Size, -0.9 - 0.1 * Cos(sine / 20)* Player_Size, 0* Player_Size) * angles(Rad(0 + 3 * Cos(sine / 20)), Rad(-10), Rad(0)) * angles(Rad(0), Rad(0), Rad(5)), 0.1) ll.Weld.C0 = clerp(ll.Weld.C0, CF(-0.5* Player_Size, -0.9 - 0.1 * Cos(sine / 20)* Player_Size, 0* Player_Size) * angles(Rad(0 + 3 * Cos(sine / 20)), Rad(10), Rad(0)) * angles(Rad(0), Rad(0), Rad(-5)), 0.1) RW.C0 = clerp(RW.C0, CF(1.25 * Player_Size, 0.4 + 0.1 * Sin(sine / 20) * Player_Size, -0.5 * Player_Size) * angles(Rad(35), Rad(-15 + 2.5 * Sin(sine / 20)), Rad(-85 + 2.5 * Sin(sine / 20))), 0.1) LW.C0 = clerp(LW.C0, CF(-1.25 * Player_Size, 0.3 + 0.1 * Cos(sine / 20) * Player_Size, -0.5 * Player_Size) * angles(Rad(35), Rad(15 - 2.5 * Sin(sine / 20)), Rad(85 - 2.5 * Sin(sine / 20))), 0.1) end root.Anchored = false attack = false end end ------------------------------------------------------- --End Attacks N Stuff-- ------------------------------------------------------- mouse.KeyDown:connect(function(key) if attack == false then if key == "t" and HatOn == false then Fun_Times_Ahead() elseif key == "t" and HatOn == true then Fun_Times_Ahead_2() elseif key == "z" then Jester_Dash() elseif key == "x" then Sie_alle_sterben() elseif key == "c" then Apocalypse() elseif key == "v" and HatOn == false then HattyOn() elseif key == "v" and HatOn == true then HattyOff() elseif key == "b" and HatOn == true then Tele() end end end) ------------------------------------------------------- --Start Animations-- ------------------------------------------------------- while true do swait() sine = sine + change local torvel = (root.Velocity * Vector3.new(1, 0, 1)).magnitude local velderp = root.Velocity.y hitfloor, posfloor = rayCast(root.Position, CFrame.new(root.Position, root.Position - Vector3.new(0, 1, 0)).lookVector, 4* Player_Size, char) if equipped == true or equipped == false then if attack == false then idle = idle + 1 else idle = 0 end local Landed = false if(hitfloor)then WasAir = false else WasAir = true end if(WasAir == false)then if(InAir == true)then LandTick = time() Landed = true end end if(time()-LandTick < .3)then Landed = true end if(hitfloor)then InAir = false else InAir = true end local Walking = (math.abs(root.Velocity.x) > 1 or math.abs(root.Velocity.z) > 1) local State = (hum.PlatformStand and 'Paralyzed' or hum.Sit and 'Sit' or Landed and 'Land' or not hitfloor and root.Velocity.y < -1 and "Fall" or not hitfloor and root.Velocity.y > 1 and "Jump" or hitfloor and Walking and "Walk" or hitfloor and "Idle") local WALKSPEEDVALUE = 6 / (hum.WalkSpeed / 16) if hum.Sit == false then if(State == 'Jump')then hum.WalkSpeed = 34 hum.JumpPower = 55 if attack == false then rootj.C0 = clerp(rootj.C0, RootCF * CF(0* Player_Size, 0* Player_Size, -0.1 + 0.1 * Cos(sine / 20)* Player_Size) * angles(Rad(-16), Rad(0), Rad(0)), 0.1) neck.C0 = clerp(neck.C0, necko* CF(0, 0, 0 + ((1* Player_Size) - 1)) * angles(Rad(10 - 2.5 * Sin(sine / 30)), Rad(0), Rad(0)), 0.3) rl.Weld.C0 = clerp(rl.Weld.C0, CF(0.5* Player_Size, -.2 - 0.1 * Cos(sine / 20), -.3* Player_Size) * angles(Rad(0), Rad(-10), Rad(0)) * angles(Rad(-2.5), Rad(0), Rad(0)), 0.1) ll.Weld.C0 = clerp(ll.Weld.C0, CF(-0.5* Player_Size, -.9 - 0.1 * Cos(sine / 20), -.5* Player_Size) * angles(Rad(0), Rad(10), Rad(0)) * angles(Rad(-2.5), Rad(0), Rad(0)), 0.1) RW.C0 = clerp(RW.C0, CF(1.5* Player_Size, 0.5 + 0.02 * Sin(sine / 20)* Player_Size, 0* Player_Size) * angles(Rad(25), Rad(-.6), Rad(13 + 4.5 * Sin(sine / 20))), 0.1) LW.C0 = clerp(LW.C0, CF(-1.5* Player_Size, 0.5 + 0.02 * Sin(sine / 20)* Player_Size, 0* Player_Size) * angles(Rad(25), Rad(-.6), Rad(-13 - 4.5 * Sin(sine / 20))), 0.1) end elseif(State == 'Fall')then if attack == false then rootj.C0 = clerp(rootj.C0, RootCF * CF(0* Player_Size, 0* Player_Size, -0.1 + 0.1 * Cos(sine / 20)* Player_Size) * angles(Rad(24), Rad(0), Rad(0)), 0.1) neck.C0 = clerp(neck.C0, necko* CF(0, 0, 0 + ((1* Player_Size) - 1)) * angles(Rad(10 - 2.5 * Sin(sine / 30)), Rad(0), Rad(0)), 0.3) rl.Weld.C0 = clerp(rl.Weld.C0, CF(0.5* Player_Size, -1 - 0.1 * Cos(sine / 20)* Player_Size, -.3* Player_Size) * angles(Rad(0), Rad(-10), Rad(0)) * angles(Rad(-3.5), Rad(0), Rad(0)), 0.1) ll.Weld.C0 = clerp(ll.Weld.C0, CF(-0.5* Player_Size, -.8 - 0.1 * Cos(sine / 20)* Player_Size, -.3* Player_Size) * angles(Rad(0), Rad(10), Rad(0)) * angles(Rad(-3.5), Rad(0), Rad(0)), 0.1) RW.C0 = clerp(RW.C0, CF(1.5* Player_Size, 0.5 + 0.02 * Sin(sine / 20)* Player_Size, 0* Player_Size) * angles(Rad(65), Rad(-.6), Rad(45 + 4.5 * Sin(sine / 20))), 0.1) LW.C0 = clerp(LW.C0, CF(-1.5* Player_Size, 0.5 + 0.02 * Sin(sine / 20)* Player_Size, 0* Player_Size) * angles(Rad(55), Rad(-.6), Rad(-45 - 4.5 * Sin(sine / 20))), 0.1) end elseif(State == 'Land')then hum.WalkSpeed = 4 hum.JumpPower = 0 if attack == false then rootj.C0 = clerp(rootj.C0, RootCF * CF(0* Player_Size, 0* Player_Size, -1 + 0.1 * Cos(sine / 20)* Player_Size) * angles(Rad(10), Rad(0), Rad(0)), 0.15) neck.C0 = clerp(neck.C0, necko* CF(0, 0, 0 + ((1* Player_Size) - 1)) * angles(Rad(35 - 2.5 * Sin(sine / 30)), Rad(0), Rad(0)), 0.3) rl.Weld.C0 = clerp(rl.Weld.C0, CF(0.5* Player_Size, 0.1 - 0.1 * Cos(sine / 20)* Player_Size, -.3* Player_Size) * angles(Rad(0), Rad(-10), Rad(0)) * angles(Rad(-3.5), Rad(0), Rad(10)), 0.15) ll.Weld.C0 = clerp(ll.Weld.C0, CF(-0.5* Player_Size, 0.1 - 0.1 * Cos(sine / 20)* Player_Size, -.3* Player_Size) * angles(Rad(0), Rad(10), Rad(0)) * angles(Rad(-3.5), Rad(0), Rad(-10)), 0.15) RW.C0 = clerp(RW.C0, CF(1.5* Player_Size, 0.5 + 0.02 * Sin(sine / 20)* Player_Size, 0* Player_Size) * angles(Rad(65), Rad(-.6), Rad(25 + 4.5 * Sin(sine / 20))), 0.1) LW.C0 = clerp(LW.C0, CF(-1.5* Player_Size, 0.5 + 0.02 * Sin(sine / 20)* Player_Size, 0* Player_Size) * angles(Rad(55), Rad(-.6), Rad(-25 - 4.5 * Sin(sine / 20))), 0.1) end elseif(State == 'Idle')then change = 1 if attack == false then if HatOn == false then rootj.C0 = clerp(rootj.C0, RootCF * CF(0* Player_Size, 0* Player_Size, -0.1 + 0.1* Player_Size * Cos(sine / 20)) * angles(Rad(0 + 3 * Cos(sine / 20)), Rad(0), Rad(0)), 0.1) neck.C0 = clerp(neck.C0, necko* CF(0, 0, 0 + ((1* Player_Size) - 1)) * angles(Rad(20 - 5 * Sin(sine / 20)), Rad(0), Rad(0)), 0.1) rl.Weld.C0 = clerp(rl.Weld.C0, CF(0.5* Player_Size, -0.9 - 0.1 * Cos(sine / 20)* Player_Size, 0* Player_Size) * angles(Rad(0 + 3 * Cos(sine / 20)), Rad(-10), Rad(0)) * angles(Rad(0), Rad(0), Rad(5)), 0.1) ll.Weld.C0 = clerp(ll.Weld.C0, CF(-0.5* Player_Size, -0.9 - 0.1 * Cos(sine / 20)* Player_Size, 0* Player_Size) * angles(Rad(0 + 3 * Cos(sine / 20)), Rad(10), Rad(0)) * angles(Rad(0), Rad(0), Rad(-5)), 0.1) RW.C0 = clerp(RW.C0, CF(1.5 * Player_Size, 0.5 + 0.1 * Cos(sine / 20) * Player_Size, 0 * Player_Size) * angles(Rad(156), Rad(0), Rad(10 + 2.5 * Sin(sine / 20))), 0.1) LW.C0 = clerp(LW.C0, CF(-1.25 * Player_Size, 0.3 + 0.1 * Cos(sine / 20) * Player_Size, -0.5 * Player_Size) * angles(Rad(35), Rad(15 - 2.5 * Sin(sine / 20)), Rad(85 - 2.5 * Sin(sine / 20))), 0.1) else rootj.C0 = clerp(rootj.C0, RootCF * CF(0* Player_Size, 0* Player_Size, -0.1 + 0.1* Player_Size * Cos(sine / 20)) * angles(Rad(0 + 3 * Cos(sine / 20)), Rad(0), Rad(-20)), 0.1) neck.C0 = clerp(neck.C0, necko* CF(0, 0, 0 + ((1* Player_Size) - 1)) * angles(Rad(35 - 5 * Sin(sine / 20)), Rad(0), Rad(20)), 0.1) rl.Weld.C0 = clerp(rl.Weld.C0, CF(0.5* Player_Size, -0.9 - 0.1 * Cos(sine / 20)* Player_Size, 0* Player_Size) * angles(Rad(0 + 3 * Cos(sine / 20)), Rad(-10), Rad(0)) * angles(Rad(0), Rad(0), Rad(5)), 0.1) ll.Weld.C0 = clerp(ll.Weld.C0, CF(-0.5* Player_Size, -0.9 - 0.1 * Cos(sine / 20)* Player_Size, 0* Player_Size) * angles(Rad(0 + 3 * Cos(sine / 20)), Rad(10), Rad(0)) * angles(Rad(0), Rad(0), Rad(-5)), 0.1) RW.C0 = clerp(RW.C0, CF(1.25 * Player_Size, 0.4 + 0.1 * Sin(sine / 20) * Player_Size, -0.5 * Player_Size) * angles(Rad(35), Rad(-15 + 2.5 * Sin(sine / 20)), Rad(-85 + 2.5 * Sin(sine / 20))), 0.1) LW.C0 = clerp(LW.C0, CF(-1.25 * Player_Size, 0.3 + 0.1 * Cos(sine / 20) * Player_Size, -0.5 * Player_Size) * angles(Rad(35), Rad(15 - 2.5 * Sin(sine / 20)), Rad(85 - 2.5 * Sin(sine / 20))), 0.1) end end elseif(State == 'Walk')then change = 0.76 hum.WalkSpeed = 16 hum.JumpPower = 55 if attack == false then if HatOn == false then rootj.C0 = clerp(rootj.C0, RootCF * CF(0* Player_Size, 0* Player_Size, -0.3 - 0.15 * Cos(sine / (WALKSPEEDVALUE / 2))) * angles(Rad(10), Rad(0), Rad(0 - 0.75 * Cos(sine / (WALKSPEEDVALUE / 2))) + root.RotVelocity.Y / 75), 0.1) neck.C0 = clerp(neck.C0, necko* CF(0, 0, 0 + ((1* Player_Size) - 1)) * angles(Rad(0 + 5 * Sin(sine / (WALKSPEEDVALUE / 2))), Rad(0), Rad(0) + root.RotVelocity.Y / 13), 0.1) rl.Weld.C0 = clerp(rl.Weld.C0, CF(0.5* Player_Size, -0.8 - 0.5 * Cos(sine / WALKSPEEDVALUE) / 2* Player_Size, 0.6 * Cos(sine / WALKSPEEDVALUE) / 2* Player_Size) * angles(Rad(-10 - 25 * Cos(sine / WALKSPEEDVALUE)) - root.RotVelocity.Y / 75 + -Sin(sine / WALKSPEEDVALUE) / 2.5, Rad(0 - 10 * Cos(sine / WALKSPEEDVALUE)), Rad(0)) * angles(Rad(0 + 2 * Cos(sine / WALKSPEEDVALUE)), Rad(0), Rad(0)), 0.3) ll.Weld.C0 = clerp(ll.Weld.C0, CF(-0.5* Player_Size, -0.8 + 0.5 * Cos(sine / WALKSPEEDVALUE) / 2* Player_Size, -0.6 * Cos(sine / WALKSPEEDVALUE) / 2* Player_Size) * angles(Rad(-10 + 25 * Cos(sine / WALKSPEEDVALUE)) + root.RotVelocity.Y / -75 + Sin(sine / WALKSPEEDVALUE) / 2.5, Rad(0 - 10 * Cos(sine / WALKSPEEDVALUE)), Rad(0)) * angles(Rad(0 - 2 * Cos(sine / WALKSPEEDVALUE)), Rad(0), Rad(0)), 0.3) RW.C0 = clerp(RW.C0, CF(1.5 * Player_Size, 0.5 + 0.1 * Cos(sine / WALKSPEEDVALUE) * Player_Size, 0 * Player_Size) * angles(Rad(156), Rad(0), Rad(10 + 2.5 * Sin(sine / WALKSPEEDVALUE))), 0.1) LW.C0 = clerp(LW.C0, CF(-1.25 * Player_Size, 0.3 + 0.1 * Cos(sine / WALKSPEEDVALUE) * Player_Size, -0.5 * Player_Size) * angles(Rad(35), Rad(15 - 2.5 * Sin(sine / 20)), Rad(85 - 2.5 * Sin(sine / 20))), 0.1) else rootj.C0 = clerp(rootj.C0, RootCF * CF(0* Player_Size, 0* Player_Size, -0.3 - 0.15 * Cos(sine / (WALKSPEEDVALUE / 2))) * angles(Rad(10), Rad(0), Rad(0 - 1.35 * Cos(sine / (WALKSPEEDVALUE / 2))) + root.RotVelocity.Y / 75), 0.1) neck.C0 = clerp(neck.C0, necko* CF(0, 0, 0 + ((1* Player_Size) - 1)) * angles(Rad(0 + 5 * Sin(sine / (WALKSPEEDVALUE / 2))), Rad(0), Rad(0) + root.RotVelocity.Y / 13), 0.1) rl.Weld.C0 = clerp(rl.Weld.C0, CF(0.5* Player_Size, -0.8 - 0.5 * Cos(sine / WALKSPEEDVALUE) / 2* Player_Size, 0.6 * Cos(sine / WALKSPEEDVALUE) / 2* Player_Size) * angles(Rad(-10 - 25 * Cos(sine / WALKSPEEDVALUE)) - root.RotVelocity.Y / 75 + -Sin(sine / WALKSPEEDVALUE) / 2.5, Rad(0 - 10 * Cos(sine / WALKSPEEDVALUE)), Rad(0)) * angles(Rad(0 + 2 * Cos(sine / WALKSPEEDVALUE)), Rad(0), Rad(0)), 0.3) ll.Weld.C0 = clerp(ll.Weld.C0, CF(-0.5* Player_Size, -0.8 + 0.5 * Cos(sine / WALKSPEEDVALUE) / 2* Player_Size, -0.6 * Cos(sine / WALKSPEEDVALUE) / 2* Player_Size) * angles(Rad(-10 + 25 * Cos(sine / WALKSPEEDVALUE)) + root.RotVelocity.Y / -75 + Sin(sine / WALKSPEEDVALUE) / 2.5, Rad(0 - 10 * Cos(sine / WALKSPEEDVALUE)), Rad(0)) * angles(Rad(0 - 2 * Cos(sine / WALKSPEEDVALUE)), Rad(0), Rad(0)), 0.3) RW.C0 = clerp(RW.C0, CF(1.25 * Player_Size, 0.4 + 0.1 * Sin(sine / 20) * Player_Size, -0.5 * Player_Size) * angles(Rad(35), Rad(-15 + 2.5 * Sin(sine / 20)), Rad(-85 + 2.5 * Sin(sine / 20))), 0.1) LW.C0 = clerp(LW.C0, CF(-1.25 * Player_Size, 0.3 + 0.1 * Cos(sine / 20) * Player_Size, -0.5 * Player_Size) * angles(Rad(35), Rad(15 - 2.5 * Sin(sine / 20)), Rad(85 - 2.5 * Sin(sine / 20))), 0.1) end elseif attack == true and movelegs == true then rl.Weld.C0 = clerp(rl.Weld.C0, CF(0.5* Player_Size, -0.8 - 0.5 * Cos(sine / WALKSPEEDVALUE) / 2* Player_Size, 0.6 * Cos(sine / WALKSPEEDVALUE) / 2* Player_Size) * angles(Rad(-10 - 25 * Cos(sine / WALKSPEEDVALUE)) - root.RotVelocity.Y / 75 + -Sin(sine / WALKSPEEDVALUE) / 2.5, Rad(0 - 10 * Cos(sine / WALKSPEEDVALUE)), Rad(0)) * angles(Rad(0 + 2 * Cos(sine / WALKSPEEDVALUE)), Rad(0), Rad(0)), 0.3) ll.Weld.C0 = clerp(ll.Weld.C0, CF(-0.5* Player_Size, -0.8 + 0.5 * Cos(sine / WALKSPEEDVALUE) / 2* Player_Size, -0.6 * Cos(sine / WALKSPEEDVALUE) / 2* Player_Size) * angles(Rad(-10 + 25 * Cos(sine / WALKSPEEDVALUE)) + root.RotVelocity.Y / -75 + Sin(sine / WALKSPEEDVALUE) / 2.5, Rad(0 - 10 * Cos(sine / WALKSPEEDVALUE)), Rad(0)) * angles(Rad(0 - 2 * Cos(sine / WALKSPEEDVALUE)), Rad(0), Rad(0)), 0.3) end end else Sit.Value = true if attack == false then rootj.C0 = clerp(rootj.C0, RootCF * CF(0* Player_Size, 0* Player_Size, -0.5 + 0.1* Player_Size * Cos(sine / 20)) * angles(Rad(0), Rad(0), Rad(5)), 0.1) neck.C0 = clerp(neck.C0, necko* CF(0, 0, 0 + ((1* Player_Size) - 1)) * angles(Rad(15 - 2.5 * Sin(sine / 30)), Rad(0), Rad(-5)), 0.1) rl.Weld.C0 = clerp(rl.Weld.C0, CF(1* Player_Size, -0.35 - 0.05 * Cos(sine / 20)* Player_Size, -0.5* Player_Size) * angles(Rad(15), Rad(75), Rad(0)) * angles(Rad(-5), Rad(0), Rad(5)), 0.1) ll.Weld.C0 = clerp(ll.Weld.C0, CF(-1* Player_Size, -0.35 - 0.05 * Cos(sine / 20)* Player_Size, -0.5* Player_Size) * angles(Rad(15), Rad(-75), Rad(0)) * angles(Rad(-5), Rad(0), Rad(5)), 0.1) RW.C0 = clerp(RW.C0, CF(1.3* Player_Size, 0.4 + 0.1 * Sin(sine / 20)* Player_Size, -0.3* Player_Size) * angles(Rad(35), Rad(-20), Rad(-45 - 4.5 * Sin(sine / 20))), 0.1) LW.C0 = clerp(LW.C0, CF(-1.3* Player_Size, 0.4 + 0.1 * Sin(sine / 20)* Player_Size, -0.3* Player_Size) * angles(Rad(35), Rad(20), Rad(45 + 4.5 * Sin(sine / 20))), 0.1) end end end end